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臺灣傳播學刊 TSSCI

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篇名 互動說書與抑話式線上角色扮演遊戲 故事情節、角色與互動行爲研究
卷期 14
並列篇名 Interactive Storytelling and Mythical MMORPGs: A Study of Story Plots, Characters, and Interaction Behaviors
作者 周倩如李峻德
頁次 169-230
關鍵字 互動説書角色原型英雄旅程腺絡探索溝通行動理論interactive storytellingcharacter archetypeshero's journeycontextual inquirycommunicative action theoryTSSCI
出刊日期 200812

中文摘要

本研究以互動説書觀點探索神話式線上角色扮演遊戲《天堂》之故 事情節、角色與互動行為,以Campbell英雄旅程、Propp角色功能論與 Habermas溝通行動論之彙整架構,進行脈絡式探索。研究發現:(1)英 雄特質並不僅限於某類型化身角色;⑵幫助者為某項能力強大之角色; (3)並無傳統故事原型中的「拒絕」情節;(4)「啟蒙階段」情節與故事原 型差異大;(5)角色屬性與任務類型應高度相符以提昇互動經驗;(6)工 具性、策略性與溝通性行動是最常出現之互動行為。

英文摘要

Based on the observation of an online interactive storytelling environment (Lineage), this study mainly explored the design issues with regard to story plots, character types, and the interactions between them. A contextual inquiry was conducted to collect qualitative data drawing on theories related to Campbell's "Hero's Journey", Propp's "Character Types", and Habermas's "Communicative Action Theory". The study showed: (1) all types of game characters possessed the hero attribute; (2) helpers usually have certain type of high ability; (3) there is no "refusal" plot; (4) "initiation" stage differs significantly from the original story archetype; (5) the assigned tasks should highly match with the character's attributes to enhance the player's experience; (6) the actions that happened most frequently are: instrumental action, strategic action, and communicative action.

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